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Researching Affective Systems and Engaging Interactions

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Project Details

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WellPlayed Project, Movember Social Innovators challenge

The WellPlayed Project is building a community of gamers whose main goals are to have fun and connect with other like-minded gamers. As we research the best ways to connect people, we’re hosting a series of online events where you can form a squad yourself or be matched to play with others by our playstyle matching system. If you would like to find out about upcoming events and opportunities to contribute ideas to the project, join our mailing list below.

People

Lead

Daniel Johnson

Participants

Lennart Nacke
Director of the HCI Games Group

Publications

Year 2017


Proceedings

Positive Gaming: Workshop on Gamification and Games for Wellbeing

Gustavo F. Tondello, Rita Orji, Kellie Vella, Daniel Johnson, Marierose M. M. van Dooren, and Lennart E. Nacke. 2017. Positive Gaming: Workshop on Gamification and Games for Wellbeing. In Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts. Amsterdam, Netherlands. ACM. doi:10.1145/3130859.3131442
PDFDOIBibTeXAbstract
@inproceedings{Tondello2017b,
abstract = {Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.},
address = {Amsterdam, Netherlands},
author = {Tondello, Gustavo F. and Orji, Rita and Vella, Kellie and Johnson, Daniel and van Dooren, Marierose M.M. and Nacke, Lennart E.},
booktitle = {Proceedings of the 2017 Annual Symposium on Computer-Human Interaction in Play - CHI PLAY '17 Extended Abstracts},
doi = {10.1145/3130859.3131442},
isbn = {9781450351119},
keywords = {Gameful Design,Games,Gamification,Health,Positive Computing,Positive Gaming,Wellbeing},
publisher = {ACM},
title = {{Positive Gaming : Workshop on Gamification and Games for Wellbeing}},
year = {2017}
}
Gamification and games have been used and studied in a variety of applications related with health and wellbeing. Nevertheless, there are very few studies aimed at designing games (whether serious games or recreational games) or gameful applications for improving wellbeing or flourishing – the pursuit of a happy and meaningful life, rather than the avoidance of illness. Therefore, this full-day Workshop aims to form a community, discuss theoretical and practical considerations, and promote the development of research projects focused on “Positive Gaming” – the use of gamification and games as tools for realizing Positive Computing objectives. This will create the opportunities for interested researchers to form a common understanding, develop methods and procedures, and establish a roadmap for future research in Positive Gaming.

Year 2015


Proceedings

Towards a Personalized Playful Digital Wellness Assistant

Gustavo F. Tondello, Rina R. Wehbe, and Lennart E. Nacke. 2015. Towards a Personalized Playful Digital Wellness Assistant. In Workshop on Personalization in Serious and Persuasive Games and Gamified Interactions. London, UK. ACM.
PDFBibTeXAbstract
@inproceedings{Tondello2015b,
Abstract = {Positive effects of using digital games to improve personal health have been studied, but it remains unclear which game design techniques are most successful at motivating and changing long-term behaviour to improve wellbeing. To inform the design of gamified and effective personal healthcare, we will develop design guidelines and tools for gameful health and wellbeing applications, personalized to the needs and challenges of each individual user.},
Address = {London, UK},
Author = {G. F. Tondello, R. R. Wehbe, and L. E. Nacke},
Booktitle = {Workshop on personalization in serious and persuasive games and gamified interactions},
File = {::},
Img = {http://hcigames.com/wp-content/uploads/2015/10/squash-793062_640.jpg},
Keywords = {Adaptive Systems,Health Games,Personal Assistant,Personalization,Persuasive Technologies,Wellness},
Title = {Towards a Personalized Playful Digital Wellness Assistant},
Url = {https://hcigames.com/download/towards-a-personalized-playful-digital-wellness-assistant},
Year = {2015},
Positive effects of using digital games to improve personal health have been studied, but it remains unclear which game design techniques are most successful at motivating and changing long-term behaviour to improve wellbeing. To inform the design of gamified and effective personal healthcare, we will develop design guidelines and tools for gameful health and wellbeing applications, personalized to the needs and challenges of each individual user.

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